ACF5: Fix final animation being stuck when the cyborg's way to the right is blocked
authorWuzzy <Wuzzy2@mail.ru>
Thu, 26 Oct 2017 22:49:39 +0200
changeset 12784 1f8a62d1609d
parent 12783 cb29ec085767
child 12785 659ab77b52c0
ACF5: Fix final animation being stuck when the cyborg's way to the right is blocked Fixed with the new maxMoveTime parameter in AnimMove. If cyborg didn't reach its destination in 7000ms, the move anim is skipped and the sequence just continues.
ChangeLog.txt
share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/backstab.lua
--- a/ChangeLog.txt	Thu Oct 26 22:40:17 2017 +0200
+++ b/ChangeLog.txt	Thu Oct 26 22:49:39 2017 +0200
@@ -244,6 +244,7 @@
  * Mission 3: All girder crates now have 3 girders each
  * Mission 5: Fix crash when skipping animation while the cyborg talks before the 3rd wave of cannibals starts
  * Mission 5: Make sure the player can only play with one hog after the cyborg imprisoned the other natives
+ * Mission 5: Fix final animation being stuck if cyborg's way to the left is blocked
  * Mission 6: Block off left cave entrance to stop player to just rope all the way around
  * Mission 6: Fix mines not being able to get triggered in first turn
  * Mission 8: Fix Lua error message at the beginning
--- a/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/backstab.lua	Thu Oct 26 22:40:17 2017 +0200
+++ b/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/backstab.lua	Thu Oct 26 22:49:39 2017 +0200
@@ -728,7 +728,7 @@
   table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, RestoreCyborg, {}}})
   table.insert(wave3DeadAnim, {func = AnimOutOfNowhere, args = {cyborg, 4040, 782}})
   table.insert(wave3DeadAnim, {func = AnimSay, args = {cyborg, loc("These primitive people are so funny!"), SAY_THINK, 6500}})
-  table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0}})
+  table.insert(wave3DeadAnim, {func = AnimMove, args = {cyborg, "Right", 4060, 0, 7000}})
   table.insert(wave3DeadAnim, {func = AnimSwitchHog, args = {deployedHog}})
   table.insert(wave3DeadAnim, {func = AnimWait, args = {deployedHog, 1}})
   table.insert(wave3DeadAnim, {func = AnimCustomFunction, args = {deployedHog, HideCyborg, {}}})